Image-display game system and information storage medium used therefor

ABSTRACT

An image-display game system which can attract players for a long time to play a game can be implemented by presenting helping data of a 0  to a 63 , and b 1  to b 5  beneficial in the course of a game to friends, and accordingly communications accompanying therewith can be stimulated and activated there among, and the game can be effectively utilized as a communications tool. Such image-display game system is so structured that the players&#39; ID data IDn is communicable or exchangeable therein. With the other player&#39;s ID received, items beneficial in the course of the game or the helping data of  10  to  163 , and b 1  to b 5  is generated based on the ID data, and is presented to the player. As a result, exchanging of the ID data IDn is activated among the players. The items presented based on the ID data IDn are determined by operating the ID data using an equation in FIG.  17  which is based on a predetermined rule, or in an operation processing by combining the ID data IDn and a random number R.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates to image-display game systems andinformation storage media used therefor and, more specifically, to animage-display game system in which data exchange and data communicationsare possible by connecting at least two image-display game devices, andan information storage medium used therefor. Herein, the image-displaygame system includes a video game machine and a portable game machine inwhich a game is played with a game software having a game program forcapturing, training, and trading monster or characters stored therein.

[0003] 2. Description of the Background Art

[0004] A game which is played for capturing, training, and/or tradingmonsters or characters includes the “Pocket Monster (versions in red,green, blue, and yellow)” (trade name; hereinafter, “prior art 1”) whichhas been designed and distributed by the same assignee of thisapplication. Herein, game characters including monsters are exemplarilypocket monsters (hereinafter, shortened as “pokemons”).

[0005] In the prior art 1, the game is played for capturing, training,and trading pokemons (characters), and each version is differed inprobability of the pokemons' appearing. Players each capture and collectpokemons up to a predetermined number through trading pokemons orletting pokemons have battles there among. Pokemon data exchange iscarried out through a cable, which connects connectors each provided toa portable game machine.

[0006] A game machine of a type having temporal factor employed thereinis disclosed in Japanese Patent Examined Publication No. 7-98104(95-98104)(hereinafter, prior art 2), Japanese Patent ExaminedPublication No. 7-98105 (95-98105)(prior art 3), and Japanese PatentExamined Publication No. 7-98106 (95-98106) (prior art 4). In theseprior arts 2, 3, and 4, a calendar timer is provided in a game machinecartridge, and events are taken place when a date or a day of the weekcomes each predetermined therefor.

[0007] The player can enjoy the game in the prior art 1 relativelylonger without losing his/her interests that much. Further, it ishelpful to encourage conversations and cultivate friendship throughexchanging the pokemons with friends. However, the players may losetheir interests sooner or later if they play the same game for a longtime. Further, although the players can perform pokemon's or character'sdata exchange in the prior art 1, the exchangeable data type is limitedto the pokemon's, and there is no function of newly generating itemswhich are beneficial in the course of the game, for example, by the dataexchange.

[0008] With the prior arts 2, 3, and 4, the players have fun with theevents which can be taken place only on the predetermined date or theday of the week, but enjoyment of capturing or trading characters is notavailable. Therefore, the players remember what event is taken placewhen while playing the game for many times, and thus may lose theirinterests in going through the same events and easily get bored.

[0009] By taking those into consideration, a main object of the presentinvention is to provide an image-display game system which can stimulatethe players to challenge the game for a long time, and an informationstorage medium used therefor. This is effectuated by encouraging andactivating data exchange with many friends and communicationsaccompanying therewith by presenting helping data such as itemsbeneficial in the course of the game to the friends, and by effectivelyutilizing the game machine as a communications tool.

[0010] Another object of the present invention is to provide animage-display game system of a type capable of generating varioushelping data with a high unexpectancy, and an information storage mediumused therefor. This is effectuated by correlating a condition forgenerating the helping data such as items beneficial in the course ofthe game with information inherent to the player's game machine and/orgame machine cartridge (information storage medium).

SUMMARY OF THE INVENTION

[0011] A first embodiment (claim 1) of the present invention is animage-display game system in which at least two image-display gamedevices are structured such that data communications is possibletherebetween. The image-display game devices each comprises a programstorage, a temporal storage, an actuator actuated by a player, acommunications device, a processor, and a display.

[0012] The temporal storage includes a property data storage region, ahelping data storage region, and an ID data storage region, and each ofthe storage regions is writable with data and readable data therefrom.

[0013] The game program storage previously stores a game program, andfurther generates, when one of the image-display game devices and theother image-display game device are made data communicable by thecommunications device, and when data communications is selected by theactuator, in response to the ID data transferred from one image-displaygame device to the other image-display game device, the helping dataprocessed by the processor of the other image-display game device basedon the transferred ID data, and stores a program for writing the helpingdata to the helping data storage region.

[0014] In the image-display game device which is a second embodiment(claim 2) of the present invention, the image-display game deviceincludes a clock for counting time. The game program storage stores, inrelation to the helping data processed based on the ID data, a programof writing time data indicated by the clock to the storage region of thetemporal storage, a program of determining whether or not apredetermined length of time has passed based on the time data and atime currently indicated by the clock, and a program of prohibiting,when the determination program determines that the predetermined lengthof time has not yet passed, to execute a processing of generating thehelping data based on another ID data different from the one which hasbeen transmitted.

[0015] In a third embodiment (claim 3) of the present invention, theimage-display game device includes a clock. The game program storagestores a program of writing time data indicated by the clock to thestorage region of the temporal storage in relation to the helping dataprocessed based on the ID data, a first determination program ofdetermining whether or not the ID data stored in the ID data storageregion is identical to ID data transmitted through the communicationsdevice, a second determination program of determining whether or not apredetermined length of time has passed based on the time data and atime currently indicated by the clock, and a program of prohibiting,when the first determination program determines that the ID data isidentical, and the second determination program determines that thepredetermined length of time has not yet passed, a processing to beexecuted by the helping data generation program based on the transmittedID data.

[0016] In a fourth embodiment (claim 4) of the present invention, theimage-display game device includes a clock. The game program storagestores a writing program of writing time data indicated by the clock tothe storage region of the temporal storage in relation to the helpingdata processed based on the ID data, a first determination program ofdetermining whether or not the ID data stored in the ID data storageregion is identical to ID data transmitted through the communicationsdevice, a second determination program of determining whether or not apredetermined length of time has passed based on the time data and atime currently indicated by the clock, and a program of limiting, whenthe first determination program determines that the ID data isidentical, and the second determination program determines that thepredetermined length of time has not yet passed, a processing by thehelping data generation program based on the transmitted ID data to beoperated for a predetermined number of times or less.

[0017] In a fifth embodiment (claim 5) of the present invention, thecommunication device is an infrared transmitter/receiver which performscommunications by infrared radiation.

[0018] In a sixth embodiment (claim 6) of the present invention, thehelping data generation program included in the game program storagegenerates, based on the transferred ID data, item data of an itembeneficial for the game process.

[0019] In a seventh embodiment (claim 7) of the present invention, thehelping data generation program included in the game program storagegenerates, based on the transferred ID data, item data of an itembeneficial for the game process and not obtainable in the normal gameplay.

[0020] An eighth embodiment (claim 8) of the present invention is animage-display game system which comprises at least two sets of aninformation storage having a game program stored and an image-displaygame device detachable with the information storage medium, and furthercomprises a communications device provided to both of the informationstorage medium and the image-display game device in relation to eitherone of those two. The information storage medium comprises: a programstorage in which a game program is unalterably stored; a temporalstorage; and a housing in which the program storage and the temporalstorage are housed. The temporal storage includes, at least, a propertydata storage region where property data varied in type is stored forevery character captured in the course of a game, a helping data storageregion where data for helping the game process is stored, and an ID datastorage region where ID data for identifying a player is stored, andeach of the storage regions is writable with data or readable datatherefrom. The image-display game device comprises: an actuator actuatedby the player; a processor, and an image display.

[0021] In a ninth embodiment (claim 9) of the present invention, theimage-display game device is a portable game machine, and thecommunications device includes an infrared transmitter/receiverintegrally provided to the housing of the information storage medium.

[0022] In a tenth embodiment (claim 10) of the present invention, theimage-display game device is a portable game machine, and thecommunications device includes an infrared transmitter/receiverintegrally provided to the image-display game device.

[0023] In the first embodiment of the present invention in theforegoing, the actuator is actuated by the player for, at least, anoperation for capturing characters and an operation for performing datacommunications with another player. The communications device performsthe data communications with the other player's image-display gamedevice. With the program carried out, the processor carries out an imageprocessing to change an image on display in response to the actuator,and changes the property data responding to the game process made basedon the state of the actuator to write the data in the storage regioncorresponding to the temporal storage.

[0024] In detail, by the processor subjecting the program stored in theprogram storage to processing, the temporal storage included in each ofthe image-display game devices stores the property data varied in typefor every character captured in the course of the play, stores datahelping the game process into the helping data storage region, andstores the ID data for identifying the player into the ID data storageregion.

[0025] The display displays the result obtained by the processingcarried out by the processor. Further, the game program storagegenerates, thorough the processing by the processor, when one of theimage-display game devices and the other image-display game device aremade data communicable by the communications device, and when datacommunications is selected by the actuator, in response to the ID datatransferred from one image-display game device to the otherimage-display game device, the helping data processed by the processorof the other image-display game device based on the transferred ID data,and stores the helping data to the helping data storage region.

[0026] In the eighth embodiment of the present invention, the actuatoris actuated by the player for, at least, an operation for capturingcharacters and an operation for performing data communications withanother player. The processor carries out information processing inresponse to the actuator and based on the program. The image displaydisplays an image obtained through processing carried out by theprocessor. Further, with the program stored in the program storagecarried out, the processor carries out an image processing to change animage on display in response to the actuator, and changes the propertydata to be written into the temporal storage responding to the gameprocess made based on the state of the actuator to change thecharacters' images based on the property data.

[0027] The game program storage further generates, in response to one ofthe image-display game devices and the other image-display game deviceare made data communicable by the communications device, and the ID datatransferred from one image-display game device to the otherimage-display game device, the helping data processed by the processorof the other image-display game device based on the transferred ID data,and stores the helping data to the helping data storage region.

[0028] As described in the foregoing, according to the presentinvention, since the players both exchange their ID data at the time ofdata exchange or communications, and based on the ID data, the helpingdata such as items beneficial in the course of the game is presented.Accordingly, data exchange with many friends and communicationsaccompanying therewith can be encouraged and activated, and the gamemachine can be effectively utilized as a communications tool. As aresult, the players can be effectively stimulated to play the game for along time.

[0029] Further, a condition for generating the helping data such asitems beneficial in the course of the game is correlated withinformation (ID data) inherent to the player's game machine and/or gamemachine cartridge (information storage medium). As a result, with a highunexpectancy, various helping data can be generated. In this manner, thegame becomes more interesting, and a game software or a game systemwhich can encourage the players to perform data exchange orcommunications with many friends can be implemented.

[0030] These and other objects, features, aspects and advantages of thepresent invention will become more apparent from the following detaileddescription of the present invention when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0031]FIG. 1 is FIG. 1 is an external view of a portable game machine towhich an image-display game system according to an embodiment of thepresent invention is applied;

[0032]FIG. 2 is a block diagram showing the structure of theimage-display game system shown in FIG. 1;

[0033]FIG. 3 is a memory map for ROM 11 shown in FIG. 2;

[0034]FIG. 4 is a memory map for RAM 12 (RAM 25) shown in FIG. 2;

[0035]FIG. 5 is a diagram in assistance of explaining the systemconstruction for executing data communications between two portable gamemachines connected by a cable to each other;

[0036]FIG. 6 is a diagram in assistance of explaining the systemconstruction for executing data communications between two game machinesutilizing an infrared transmitter/receiver;

[0037]FIG. 7 is a diagram in assistance of explaining the systemconstruction for executing data communications between one game machineand a pedometer incorporated game machine utilizing the infraredtransmitter/receiver;

[0038]FIG. 8 is a game map in assistance of explaining details of gamecarried out by the image-display game system shown in FIG. 1;

[0039]FIG. 9 is a flowchart showing the main operations of theimage-display game system in FIG. 1;

[0040]FIG. 10 is a detailed flowchart of a normal game processingsubroutine shown in FIG. 9;

[0041]FIG. 11 is a detailed flowchart of a virus infection processingsubroutine shown in FIG. 10;

[0042]FIG. 12 is a detailed flowchart of a virus elimination processingsubroutine shown in FIG. 9;

[0043]FIG. 13 is a detailed flowchart of a battle game processingsubroutine shown in FIG. 9;

[0044]FIG. 14 is a detailed flowchart of a gift processing subroutineshown in FIG. 9;

[0045]FIG. 15 is a diagram in assistance of explaining an item selectionmethod shown in FIG. 14;

[0046]FIG. 16 is a detailed flowchart of a pedometer communicationsprocessing subroutine shown in FIG. 9;

[0047]FIG. 17 is a diagram in assistance of explaining an itemdetermination method shown in FIG. 16;

[0048]FIG. 18 is a diagram showing an example of normal game screen;

[0049]FIG. 19 is a diagram showing an example of battle game screen;

[0050]FIG. 20 is a diagram showing another example of battle game screendifferent from the one shown in FIG. 19; and

[0051]FIG. 21 is a diagram showing an example of screen displayingability in the battle game of pokemons which the player possesses.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0052] In FIG. 1, an external view of a portable game machine to whichan image-display game system according to an embodiment of the presentinvention applied is shown. In FIG. 2, the structure of the portablegame machine in FIG. 1 is shown. As shown in FIG. 1, the image-displaygame system according to the present embodiment is structured by a gamecartridge 10A, an example of information storage medium, and a portablegame machine 20, an example of image-display game machine engageablewith the game cartridge 10A in a detachable manner. There are at leasttwo sets of portable game machines 20 each attached with the gamecartridge 10A or a conventional game cartridge 10B are prepared.

[0053] The game cartridge (or ROM cartridge; hereinafter, referredsimply to as “cartridge”) 10A includes, as shown in FIG. 2, programstorage means exemplarily implemented by nonvolatile memory(hereinafter, “ROM”) 11; temporal storage means by readable/writablememory (hereinafter, “RAM”) 12; a connector 13; a clock circuit (timer)14; a memory bank switch control circuit 15; and communications means(circuit) exemplarily implemented by infrared transmitter/receiver 16,and all of which are mounted on a substrate (not shown). The substrateis housed in a case or a housing (not shown) These ROM 11, RAM 12, clockcircuit 14, memory bank switch control circuit 15, and infraredtransmitter/receiver 16 are respectively coupled to terminals of theconnector 13 through data bus and address bus, and then are coupled to aconnector 24 of the portable game machine 20. As is known from a left inFIG. 2, the conventional cartridge 10 includes the ROM 11, RM 12, andconnector 13.

[0054] The nonvolatile memory 11 unalterably stores a game program, andexemplarily implemented by ROM, flashmemory, or EE-PROM. The ROM 11includes, as shown in FIG. 3, storage regions of I11 to I17 each forstoring various program data, image data, or setting data.

[0055] More specifically, a program region I11 is for storing programsrelevant to game details such as main program, switch processingprogram, object (or character) control program, image processingprogram, audio processing program, and the like. If the game is forcapturing and training pokemons, exemplary programs relevant to the gamedetails including a capturing program and a training program are stored.In addition thereto, a program for storing DOT (image) data for therespective pokemons and exchanging data among other game machines 20′(not shown), and a program for ensuring compatibility with theconventional cartridges 10B are stored.

[0056] An image data region I12 is for storing, separately, image datafor every pokemon to be appeared in the game and that for other objects(characters) such as human being, background, or items to be displayed.A pokemon data region I13 stores property data for distinguishing everypokemon by name, kind, height (stature), weight, habitat, time range forappearance, possible technique, characteristic, cry, and the like.

[0057] A sound data region I14 is for storing data for sound effects andBGM for the game In detail, BGM data depending on the game scene such asan opponent's appearing, or in the daytime or at night, and digital datafor pokemons' cry and sound effects are stored.

[0058] A pokemon appearance probability table storage region I15 stores,for every pokemon, both habitat and appearance probability data. Theappearance probability data is stored such that the appearanceprobability varies between daytime and night, as required.

[0059] A zone map storage region I16 stores a zone range where a maincharacter activated by the player can move, and data for a map of thezone.

[0060] A miscellaneous storage region I17 stores miscellaneous data suchas a processing program for determining, exemplarily on the basis of IDdata, an item to present as a gift (or give) to a player who is apartner of data exchange or communications.

[0061] Hereinafter, when there is no need to discriminate the cartridgebetween new-type or conventional, the cartridge is collectively denotedby a reference numeral 10.

[0062] The RAM 12 has a region for storing property data varied in typerespectively for the characters captured in the course of the game. Suchstorage region on the RAM 12 includes, as shown in FIG. 4, a capturedpokemon data region 12A for storing any captured (or obtained) pokemon,an on-hand pokemon storage region 12B, a battle data storage region 12C,a table region 12D, and a miscellaneous storage region 12E.

[0063] The captured pokemon data region 12A includes areas 120 to 128and 12a to 12d for every pokemon character which is fictionally-createdmonster.

[0064] The area 120 is an area for storing pokemon codes (or pokemonnumbers).

[0065] The area 121 stores a hit point (HP), for each pokemon code,which indicates the pokemon's power.

[0066] The area 122 stores the pokemon's experience point.

[0067] The area 123 stores the pokemon's level.

[0068] The area 124 stores the pokemon's status.

[0069] The area 125 stores data relevant to the pokemon's possibleattack (technique).

[0070] The area 126 stores parental ID data indicating who captured thepokemon (the player's name or ID data).

[0071] The area 127 stores ability value of attack, defense, specialattack, special defense, speed, and the like.

[0072] The area 128 is an area left vacant for storing data not definedyet.

[0073] The area 12 a stores the pokemon's sex.

[0074] The area 12 b stores items on hand, exemplarily weapons availablefor the pokemon to fight against opponents.

[0075] The area 12 c stores data (virus data) indicating whether or notthe pokemon has been infected by any virus, and/or data indicating thevirus type if infected.

[0076] The area 12 d is an area left vacant for storing miscellaneousdata.

[0077] Herein, the areas 120 to 128 are storage areas provided to bothof the new-type cartridge 10A and the conventional cartridge 10B, andany data stored therein is compatible. The areas 12 a to 12 d are uniqueonly to the new-type cartridge 10A.

[0078] The on-hand pokemon data storage region 12B is for storing sixpokemon codes or pokemon numbers assigned to those selected by theplayer among from those stored in the captured pokemon data region 12A.These six pokemons can travel with the main character.

[0079] The battle data storage region 12C stores other player's(trainer's) name having a battle with through a communications cable 40,and various data relevant to his/her pokemons joined in the battle(e.g., pokemon number, HP, level). The battle data storage region 12Cincludes an area for storing battle character data (pokemons' names),and an area for storing data, for every pokemon joined the battle,corresponding to the areas 120 to 12 d.

[0080] The table region 12D stores table data for determining an item tobe presented in response to ID code communicated or exchanged by usingthe infrared transmitter/receiver 16, and data for determining an itemto be presented, based on the number of steps, in response tostep-number data provided through communications with apedometer-incorporated game machine 50.

[0081] The miscellaneous storage region 12E includes areas 12 f, 12 g,12 h, and 12 i. The area 12 f is an area for storing the player's namedata as a part of the ID data. At the time of purchase, the playeractuates operation switches 22 a and 22 b to store his/her name ornickname therein.

[0082] The area 12 g includes an area for storing the player's own IDdata and an area for storing other ID data for a predetermined number ofplayers (5 players). To the area for storing the player's own ID data inthe area 12 g, ID data determined based on the player's name or nicknamestored at the purchase of the cartridge 10A and random numbers isautomatically written. To the area for storing other players' ID data inthe area 12 g, their ID data (ID codes) transmitted from their portablegame machines 20 is successively written for a predetermined number ofplayers. With respect to each ID data stored in the area, time data(e.g., time, date) indicating when data communications was made is alsowritten.

[0083] By additionally storing time data for each ID data, the area 12 glimitedly receives ID data on one-person-one-ID-data basis, therebypreventing any identical ID data from being received many times in asingle day. Further, by setting the upper limit for the ID data to bestored, for example, to 5, the area 12 g stops storing ID data oncereached the upper limit regardless of the number of players havingcommunications (or data exchange) with for the day. In this manner, theplayer is thus encouraged to have communications with various playersfor each different day, not rather sticking to only one player. As such,the game can help players to make friends and further, to improvecommunications there among.

[0084] To the area 12 h, item data relevant such as to helping items iswritten. The helping items are presented based on random numbersgenerated in accordance with other players' ID data obtained throughcommunications or numbers obtained by computing such ID data with apredetermined equation. These helping items are beneficial in the courseof the game, and include medicine for accelerating pokemons' growth orevolution, protective gear against opponents' attack, medicine forrestoring pokemons' lives, and the like.

[0085] Such helping items (helping data) provided based on the ID dataare preferably not obtainable only by playing the game. Accordingly, theplayer becomes willing to communicate with other players to exchange IDdata, and thus data communications among players becomes active.

[0086] The area 12 i stores data for other player's pokemons having thebattle with, for example six, and the player's name. After once writteninto the area 12 i through data communications, such pokemon databecomes available for the user's strategical study of battle oversimulation battle.

[0087] The clock circuit 14 includes a timer at least counting time, andif required, indicating date (month/day) and day of the week. When amemory chunk of the ROM 11 is too large for an address bus to address,the memory bank switch control circuit 15 divides the memory chunk intoa plurality of memory banks, and generates bank data for the higheraddress in the ROM 11 and for addressing a memory chunk on the RAM 12.It is herein preferable to integrate the clock circuit 13 and the memorybank switch control circuit 15 on one-chip integrated circuit (IC) so asto reduce the number of chips and cost.

[0088] As shown in FIG. 1, the portable game machine 20 includes theoperation switches 22 arranged on the lower part of the surface (plane)of a housing 21, and a liquid crystal display 27 placed on the upperpart thereof. In the housing 21, the circuit board having theconstituents as shown in FIG. 2 mounted thereon is accommodated. Theoperation switches 22 include a direction switch 22 a used to move acursor and direct any character available for the player in desirabledirections, an action switch 22 b used for action command, a startswitch 22 c, and a selection switch 22 d.

[0089] To be more specific, the portable game machine 20 is equippedwith a central processing unit (CPU) 23. To the CPU 23, the connector 24is connected for connection with the cartridge 10. A working RAM 25 fortemporarily storing data for game processing, and a display controlcircuit 26 are also connected thereto. When a mode (continue mode) ofcontinuing the previously-played game is selected at the start of thegame, the RAM 25 is supplied with backup data stored on the RAM 12 inthe cartridge 10A. Therefore, the RAM 25 is allocated with the samestorage region or area as with the RAM 12. In the following description,the storage region or area for the RAM 25 is under the same name andreference numeral provided to that of the RAM 12.

[0090] To the display control circuit 26, the liquid crystal display(LCD) 27 is connected. To the CPU 23, a connector 29 is connected via aninterface 28. The connector 29 is connected to a connector 29′ providedto other portable game machine 20′ via a cable which is othercommunications means for pokemon trading with the owner (player) of theportable game machine 20′. As an alternative to such cable, the infraredtransmitter/receiver 16 in the cartridge 10A is a possibility. Orinstead of the infrared transmitter/receiver 16, an infraredtransmitter/receiver 31 may be integrally attached to the housing of theportable game machine 20.

[0091]FIGS. 5 and 6 exemplarily show how two game machines according tothe embodiment of the present invention are connected for datacommunications or data exchange. In FIG. 5, two portable game machines20 are exemplarily connected to each other via the cable 40 for datacommunications.

[0092] In FIG. 6, two game machines 20 perform data communicationstherebetween with the infrared transmitter/receivers 16. These two gamemachines 20 are wirelessly connected by means of the infraredtransmitter/receivers 16. In such case, even if the conventional gamemachine 20 is not equipped with any cable connector or the infraredtransmitter/receiver 16, there only need to provide the infraredtransmitter/receiver 16 to the cartridge 10A to perform datacommunications. Alternatively, the infrared transmitter/receiver 16 maybe integrally provided somewhere in the housing of the game machine 20.

[0093]FIG. 7 shows a case where the infrared transmitter/receiver 16 inthe game machine 20 and an infrared transmitter/receiver 51 in thepedometer-incorporated game machine 50 perform data communicationstherebetween.

[0094] Next, with reference to an exemplary game map in FIG. 8, it isdescribed how the game proceeds on the image-display game system of thisembodiment. For an exemplary game for capturing (collecting) andtraining the fictionally-created pokemons, and letting such pokemonshave battles with other players' pokemons, a main character assumed tobe the player himself/herself sets off to capture and collect pokemons.In such game, the main character travels into pond, woods, or grassyarea where pokemons live, and runs into one of them. There, against thepokemon run into, the player let his/her own captured/trained pokemonfight. If the player's pokemon beat the other, the player captures thebeat pokemon and adds it to his collection By repeating this, the playercaptures pokemons up to the limit (maximum) set in the program, andcomplete his/her pokemon collection. Herein, the main character canbring along a predetermined number of pokemons (e.g., 6), and suchpokemons are called on-hand pokemons.

[0095] In detail, the player depresses the start switch 22 c to startthe game. After the title screen, the player sees an initial screen forthe game (a part of FIG. 8) showing a part of a map for a certain stageshown in FIG. 8. The player moves a player character (or player object)on the map by actuating the direction switch 22 a to let it travel intoany possible area where the pokemons live, and capture them. Thepokemons' habitats vary according to the pokemons' kind: exemplarily inpond or sea for water pokemons, and in grassy area, field, woods forgrass pokemons.

[0096] The pokemons are each unique in characteristic, and some come outonly at a specific area and time. For such setting, when the clockcircuit 14 indicates the program-set time or time range, propriety ofsuch pokemon's appearance and/or appearance probability is conditionallychanged.

[0097] By taking nocturnal pokemons (e.g., owl pokemon or bat pokemon)as an example, the appearance probability thereof starts to increase atnightfall or stays at a certain level for a duration and then becomeshigher at midnight. The probability then starts to decrease as dawnapproaches, and reaches minimum in the daytime (appearance probability0).

[0098] For diurnal pokemons, conversely, the appearance probabilitythereof reaches its maximum in the daytime, and 0 at midnight. Forpokemons changing their hiding areas depending on time range or time,program setting is made according thereto. Specifically, for pokemonsliving in water in the daytime but on the land at nighttime, programsetting is made so that those pokemons change or relocate their habitatsdepending on time range.

[0099] Once the player captures a pokemon, its pokemon number is writteninto the vacant area in the captured pokemon data region 12A.Simultaneously, the pokemon's current hit point (HP), experience point,level, state, technique, ability, and the like, are written into theareas 120 to 128, respectively. If the player's cartridge is a typeincluding pokemon's property data of sex, item, and virus, for example,such data is written respectively into the areas 12 a, 12 b, and 12 c.

[0100] Note herein that, the virus-infected pokemon is rare, and thusits rate of increase for HP, experience point, level, or ability valueobtained through the training is set higher than the non-virus-infectedpokemons'. Accordingly, the player becomes eager to find thevirus-infected pokemon to accelerate his/her own pokemons' growth ortraining. If found, the player takes in the newly-capturedvirus-infected pokemon as his/her on-hand pokemons (or put all in atraining box), and virus-infects his/her own not-yet-infected pokemonsto let them grow quicker. As such, with the help of such trick foraccelerating pokemons' growth or level-up as virus infection, the playercan advantageously shorten training time taken for the pokemons to reacha certain level.

[0101] When the game is played with the game cartridge 10A includingpokemons' sex data, the player selects a male and a female from amongthe captured pokemons of a kind (those having the same pokemon code),and then puts those in the training box. The time or day is temporarilystored in a register. When the clock circuit 14 indicates that aprogram-determined number of days has passed, the pokemon couple bring ababy into life having their property data (e.g., ability, power)inherited. The baby is counted as one of the player's own pokemons, andis tradable with other players.

[0102] Accordingly, the pokemons can be easily collected and the gameproceeds quicker. The player can enjoy, with full of expectations,training the baby pokemon from its childhood. When the player hasseveral pokemons of a kind, he/she can trade any of those with otherplayers' pokemons of a different kind.

[0103] For pokemon trading between owners of new-type cartridge 10A andconventional cartridge 10B, it is preferable to ensure compatibility toa possible extent therebetween as to data for pokemons' sex, item, virusinfection, and the like, to be stored in the area 12 a to 12 c. For suchpurpose, at the time of data transfer from the new-type cartridge 10A tothe conventional cartridge 10B, the vacant area 128 stores, with onebit, whether or not the areas 12 a to 12 c have any data therein.

[0104] If the game is played with the conventional cartridge 10B, thegame proceeds without such additional data as pokemons' sex, item, andvirus-infection. After data transfer is made from the conventionalcartridge 10B-to the new-type cartridge 10A, the owner of the new-typecartridge 10A can use such additional data for the game.

[0105] When data transfer is made from the conventional cartridge 10B tothe new-type cartridge 10A, conversely, the sex data not available inthe conventional cartridge 10B is determined in accordance with apredetermined rule, and is written into the area 12 a of the new-typecartridge 10A. Such predetermined rule may function such that a numberin the last digit of the time indicated by the clock circuit 14determines the sex, for example, male for odd numbers, and female foreven numbers, or random numbers.

[0106] In this manner, the conventional cartridge 10B and the new-typecartridge 10A can be compatible to a possible extent with each other forpokemon trading, and such compatibility allows a large number of playersto exchange data there among. Further, if the owner of the conventionalcartridge 10B additionally purchases the new-type cartridge 10A, he/shecan transfer every single pokemon trained in the conventional cartridge10B to the new-type cartridge 10A, and those transferred pokemons areput to effective use.

[0107] As such, pokemons captured, generated from pokemon couples, andtraded with other players are put to have battles with other players'.

[0108] To have a battle, the connector 29 and 29′ of the portable gamemachines 20 and 20′ are cable connected. Each player then designates apokemon and put it on a battle ground. Exemplary game screens thereforare shown in FIGS. 19 and 20, which will be described later.

[0109] Described below is the operation of the game machine 20 with thecartridge 10A attached by referring to FIGS. 9, 10, 11, 12, 13, 14, 15,and 16. FIG. 9 is a flowchart for the entire process (main routine) ;FIG. 10 shows a flowchart for normal game processing; FIG. 11 shows aflowchart for virus infection processing; FIG. 12 shows a flowchart forvirus elimination processing; FIG. 13 shows a flowchart for battle gameprocessing; FIG. 14 shows a flowchart for mysterious gift processing inwhich the items (helping items) beneficial in the course of the game arepresented through ID data communications; FIG. 15 shows the relationshipbetween the numbers obtained by computation in the gift processing andthe items; FIG. 16 shows a flowchart for communication processing madewith the pedometer; and FIG. 17 shows the relationship between thestep-number data provided by the communications processing made with thepedometer and the items.

[0110]FIGS. 18, 19, 20, and 21 show various game screens displayed inthe course of the above game.

[0111] First of all, with reference to the flowchart for the entireprocess in FIG. 9, it is briefly described how the image-display gamesystem of this embodiment operates.

[0112] In step S1, after the start switch 22 c is depressed, the CPU 23carries out processing with respect to a program stored in the ROM 11.In the following description, the CPU 23 is not mentioned for anyprogram processing carried out thereby.

[0113] The procedure is started with the game start processing. In thegame start processing, a mode selection screen is first displayed formode commands' selection. The mode selection screen shows menusincluding a game start mode to start the game from initial position, acontinue mode to start the game from the position discontinued whenpreviously played, a mysterious gift mode to present the items (helpingitems) beneficial in the course of the game through ID datacommunications with other players, and a mode to perform datacommunications with the pedometer.

[0114] When the game start mode is selected, the internally-stored RAM25 is cleared to start the game.

[0115] When the continue mode is selected, after the internally-storedRAM 25 is cleared, the RAM 12 in the cartridge 10A is read out forbackup data indicating the previous game's process. The back-up data iswritten into the RAM 25. In this manner, the data stored on the RAM 25at the start of the game is the backup data read out from the RAM 12,and is updated as the game proceeds.

[0116] In step S2, the player object (or character) processingsubroutine is carried out. This processing is for allowing the playerobject to move in response to the direction switch 22 a, and to changein shape in response to the action switch 22 c.

[0117] In step S3, this processing subroutine is carried out for objectsbut not for the player object. This processing is for letting opponentobjects come out or alley objects displayed, as the player objectsmoves, in accordance with the program setting.

[0118] In step S4, background image processing is carried out. Thisprocessing is for letting background images change as the player objectmoves or acts.

[0119] In the next step S5, the normal game processing subroutine iscarried out. The details thereof are later described by referring toFIG. 10.

[0120] In step S6, the virus elimination (or removal) processingsubroutine is carried out This virus elimination processing is done withrespect to any pokemon virus infected in later-described step S13 inFIG. 10. Herein, the virus-infected pokemon(s) are put back to the statebefore virus infection after a predetermined length of time has passed.The details of the virus elimination processing subroutine in this stepare later described by referring to FIG. 12.

[0121] In the next step S7, the battle game processing subroutine iscarried out. The battle game processing is done with respect to a modeof having an online battle with the other player's game machine 20connected through the cable 40, as exemplarily shown in FIG. 5. Thedetails of this subroutine are later described by referring to FIG. 13.

[0122] In step S8, the gift processing subroutine is carried out. Thisgift processing subroutine is carried out when the helping itemsbeneficial in the course of the game are presented through ID dataexchange between the game machines 20 by using the infraredtransmitter/receivers 16, as exemplarily shown in FIG. 6. The details ofthis subroutine are later described by referring to FIG. 14.

[0123] In step S9, the pedometer communications processing subroutine iscarried out. This subroutine processing is done with respect to a modeof transmitting the step-number data from the pedometer-incorporatedgame machine 50 to the game machine 20 via the infraredtransmitter/receivers 15 and 16, as exemplarily shown in FIG. 7. Thedetails of this subroutine are later described by referring to FIG. 16.

[0124] With reference to FIG. 10, it is now described how the normalgame processing in step S5 is carried out. In step S11, it is determinedwhether or not the main character has encountered any pokemon duringhis/her travel on the map. As exemplarily shown in the game screen ofFIG. 18, if the main character runs into a pokemon (battle character),determination is so made.

[0125] Thereafter, in step S12, the battle processing is carried out.This battle processing is for letting pokemons (captured and trained)traveling with the main character as helping hands have battles withwild pokemons hiding on the way. By beating the wild pokemon (battlecharacter), the main character spokemon is increased in its experiencepoint, or the wild pokemon is captured.

[0126] Thereafter, the virus infection processing subroutine is carriedout in step S13. The details thereof are later described with referenceto FIG. 11. The processing in step S13 is the end of this subroutine(S5), and the procedure goes to step S6 (FIG. 9).

[0127] If the main character is determined as not having encounteredwith pokemon in step S11, the procedure goes to step S14.

[0128] In step S14, it is determined whether or not the main characterhas met any person in general (rival called trainer, who capture andtrain pokemons). If the main character is determined as having met anyperson in general during his/her travel on the map as exemplarily shownin the game screen of FIG. 8, the procedure goes to step S15.

[0129] In step S15, various data for six pokemons travelling with themain character and fighting for him/her is read out to be ready for abattle. Specifically, the data read out is the one stored in the areas120 to 12 d of the captured pokemon data region 12A under the 1st to 6thpokemon numbers stored in the on-hand pokemon storage region 12B.

[0130] The next processing in step S16 is carried out for a battlebetween the main character (player) and a rival trainer Therein, imagesof both the rival trainer and the main character are displayed toindicate that the battle mode commences (FIG. 19 shows an exemplary gamescreen for the battle) Thereafter, a pokemon is selected each from amongthose six to fight for the main character and the rival trainer,respectively, and are displayed on the battle ground face to face (FIG.20 shows an exemplary game screen for the battle). At this time, eachpokemon is displayed with its name, hit point (HP), life, and the like.Additional message comes along indicating each action of the offenseside and defense side. This message changes every time offense side anddefense side are switched. As to such action for the battle, the playercan see the pokemons' ability (status) by actuating a switch for screenchange (FIG. 21 shows an exemplary game screen displaying such status).With the help thereof, the player can know how those six pokemonstraveling with the main character will manage the battles. In theduration of the battle, if the main character's pokemon successfullybeat the rival trainer's, the pokemon is processed and increased in itsexperience point. Thereafter, the procedure goes to step S13, and thevirus infection processing is now carried out.

[0131] In step S14, if the main character is determined as not havingmet any person in general (trainer), the procedure goes to step S17.

[0132] In step S17, it is determined whether or not the main characterhas met any specific person (a trainer belonging to a player previouslyhad an online battle with). If determined yes, the rival trainer'spokemon data is read out in step S18, and the procedure goes to step S16for the battle processing. Then, the procedure goes to step S13. If thisis the case, the rival trainer's name to be displayed is the otherplayer's name stored in the area 12 i (or parental ID data correspondingto the parental ID stored in the area 126). In this manner, by storingother player's pokemon data in the area 12 i at the time of onlinebattle, the player can later play the game with a feeling as if having areal battle with the other player.

[0133] When determined No in step S17, the procedure goes to step S19for miscellaneous processing, and ends this subroutine (S5). Theprocedure is now through with this subroutine (S5), and goes to step S6(FIG. 9).

[0134] Next, by referring to FIG. 11, the virus infection processingsubroutine in step S13 is described. In this embodiment, a probabilityof pokemons' virus infection is set to one out of 20000 battles. If apokemon is infected, other two arranged preceding and subsequent inorder thereto are virus-infected with a probability of ⅓. The length oftime for virus-infection (virus-infected endurance period orvirus-infected persistent period) is set to vary according to the virustype. In this embodiment, virus infection is not a bad sign for theplayer, and is welcomed as a conditional or environmental trick foraccelerating pokemons' growth or evolution. The operation in step S13 isnow described in detail next below.

[0135] In step S21, it is determined whether or not the area 12 c of thecaptured pokemon data region 12A has data (virus data) indicating anypokemon whose pokemon number is stored in the on-hand pokemon storageregion 12B on the RAM 25 has been virus infected. If the area 12 c isdetermined as having no data, that means no on-hand pokemon is virusinfected, the procedure goes to step S22.

[0136] In step S22, it is determined whether or not any of the rival'spokemons has been virus infected. Such determination is made, in theonline communication mode, based on the data stored in the area 12 ccorresponding to the pokemon numbers stored on the RAM 25 in the rivalplayer's portable game machine 20. Other than in the online battle, thepokemons are set to virus infect through a naturally-virus-infectedpokemon (Pokerus) with a probability of {fraction (1/20000)}. When therivals' pokemons are determined as not having been virus infected, theprocedure is now through with the virus infection processing subroutinein step S13, and then goes to step S9 (FIG. 9).

[0137] In step S22, if any of the rival's pokemons is determined ashaving been virus infected, the procedure keeps going to step S23 andonwards. Therein, the player's on-hand pokemons are subjected toprocessing to be virus infected with a predetermined probability, anddetails thereof are as follows.

[0138] In step S23, the CPU 23 generates a random number R1 according tothe program. Herein, the random number R1 is an integer in the rangefrom 0 to 19999, and is generated at random. Accordingly, it becomespossible to let any pokemon potential for virus infection infect with aprobability of {fraction (1/20000)}.

[0139] In step S24, it is determined whether the random number R1 is 0.If not, virus infection is determined as not having occurred, and theprocedure is now through with the virus infection processing subroutine(step S13 in FIG. 10, the flowchart in FIG. 11: steps S21 to S34). Theprocedure now goes to step S9 (FIG. 9).

[0140] On the other hand, if the random number R1 is determined as being0 in step S24, that means any of the on-hand pokemons is virus infected,the player's area 12 c under the virus-infected pokemon's pokemon numberis provided with data (virus data) in step S25. Since the virus isvaried in type, the virus data (virus type data) is provided forspecifying the virus type. Each virus type differs in virus-infectedendurance period or consequence (impact or power) brought about thereby.

[0141] In the next step S26, such virus-infected endurance period (Cn;or virus-infected time and endurance period) is written into themiscellaneous area 12 d of the captured pokemon data region 12A on theRAM 25 under the virus-infected pokemon's pokemon number, andaccordingly a virus-infected period count value Cn is set. Thisvirus-infected period count value Cn varies according to the virus type,and is set to “48” if the virus-infected endurance period is 48 hours.The virus-infected period count value is decreased by unit time, andwhen reached 0, the virus loses its infection power. This virus-infectedperiod count value Cn is not restricted to be hour but may be day,minute, second, or any other predetermined countable value unit.Further, the region for storing the count value is not restricted to themiscellaneous area 12 d but any area on the RAM 25 as long as the areais relevant to the virus-infected pokemon(s).

[0142] In the next step S27, another random number R2 is generated basedon the program. This random number R2 is an integer not less than 0 butnot more than 2, for example, and is used to virus infect other pokemonsranked (arranged) immediately before and after the virus-infectedpokemon with the probability of ⅓. In this embodiment, with the randomnumber R2 is 0, those other pokemons ranked immediately before and afterthe virus-infected pokemon are presumably both virus infected.

[0143] In step S28, it is determined whether the random number R2 is 0.If the random number R2 is determined as being 0, that means some of theon-hand pokemons have been virus-infected (Yes in step S24), theprocedure goes to step S29 to subject not infected on-hand pokemonspredetermined in number to virus infection processing with thepredetermined probability.

[0144] In step S29, the area 12 c is provided with the virus data forthe pokemon numbers assigned to those arranged immediately before andafter the virus-infected pokemon among those six. In detail, assumingthat the pokemon third in order in the on-hand pokemon storage region12B is virus-infected, the pokemons second and fourth in order are alsovirus infected. Consequently, the virus data storage area 12 c of thecaptured pokemon data region 12A is provided with the virus data for thepokemon numbers assigned to those second and fourth pokemons.

[0145] In step S30, in a similar manner to step S26, the virus-infectedperiod data (Cn) is set to the area 12 d of the captured pokemon dataregion 12A corresponding to the pokemon numbers assigned to the secondand fourth pokemons. Herein, if the random number R2 is determined asnot being 0 (R2=1 or 2) in step S28, that means those arrangedimmediately before and after the virus-infected pokemon are presumablynot virus infected. Accordingly, the procedure is now through with thevirus infection processing subroutine (S13), and goes to step S9.

[0146] When any of the on-hand pokemons is determined as having beenvirus infected in step S21, the procedure goes to step S31 to subjectthe other on-hand pokemons in predetermined number to virus infection.The processing carried out in steps S31 to S34 is similar to that insteps S27 to S30, and those arranged immediately before and after thevirus-infected pokemon are subjected to the virus infection processingwith the predetermined probability. Thereafter, the procedure goes tostep S9.

[0147] As already described above, the virus-infected pokemon starts togrow or evolve at a quicker rate, and that is advantageous for the gameprocess. To achieve that, when a pokemon is qualified for level-up inthe normal game processing, a level up value to be added for onespecification is set to vary depending on whether the pokemon has beenvirus infected. As another example of providing the virus-infectedpokemon with some ability advantageous in the course of the game,depending on the virus type, the pokemon may suffer less damage whenattacked by an opponent (or its defense power is increased) or itsattack power is increased.

[0148] Next, by referring to FIG. 12, the virus elimination processingsubroutine in step S6 (FIG. 9) having the virus eliminated (removed)after the virus-infected endurance time has passed is described indetail. In step S41, a variable n is set to 1 for storage in a registerregion (not shown) on the RAM 25.

[0149] In step S42, the on-hand pokemon storage region 12B is selectedfor the pokemon number assigned to the 1st pokemon, which is equivalentto the variablen (1 at the beginning). Thereafter, the area 12 c of thecaptured pokemon data region 12A is determined if having any virus dataunder the 1st pokemon's pokemon number. If stored no virus data, theprocedure goes to step S43.

[0150] In step S43, it is determined whether the variable n is 6. If notn=6, the procedure goes to step S44.

[0151] In step S44, n is incremented by 1, and the procedure returns tostep S42. In step S42, the area 12 c of the captured pokemon data region12A is determined if having any virus data under the 2nd pokemon'spokemon number. If stored, the procedure goes to step S45.

[0152] In step S45, the virus-infected period count value (Cn) isdecreased by a predetermined value (α) (Cn=Cn−α). As already describedin step S26 (FIG. 11), the virus-infected period count value Cnindicates how long the pokemon specified by the pokemon numberdesignated by the variable n has been virus infected. The predeterminedvalue a corresponds to a length of time taken to repeat the processingin step S45. As an example, assuming that the virus-infected periodcount value Cn is exactly 48 hours and the processing in step S45 isrepeated every second, the virus-infected period count value Cn isdecreased by a second on the basis of α=1 second.

[0153] In step S46, it is determined whether the virus-infected periodcount value Cn became 0 or smaller, and if not yet, the procedure goesto step S43. In step S43, it is determined whether the variable n is 6.If not n=6, n is incremented by 1 in step S44, and the procedure returnsto step S42.

[0154] As such, by repeating a series of operation including steps S42,S43, and S44, or a series of operation including steps S42, S45, S46,S43, and S44, each of the six pokemons is successively subjected tovirus infection determination processing and processing of decreasingthe virus infected time. When the variable n becomes 6 in step S43, eachof the six pokemons is determined as being subjected to virus infectiondetermination processing and processing of decreasing the virus infectedtime, and the procedure then goes to step S7.

[0155] When the virus-infected period count value Cn is determined asbeing 0 or smaller in step S46, the area 12 c of the captured pokemondata region 12A on the RAM 25 is cleared of virus data for the pokemonnumber specified by the variablen. In other words, data indicating novirus infection is written thereinto. Thereafter, in step S43, it isdetermined whether the variable n is 6, and if not n=6, n is incrementedby 1 in step S44. The procedure then returns to step S42. The operationof steps S45, S46, S43, and S44 or the operation of steps S45, S46, S47,and S43 is repeated until each of the six pokemons is subjected to thevirus elimination processing. The procedure then goes to step S7.

[0156] Herein, the operation of steps S45 and S46 may be alternativelydone as follows. That is, assuming that a count value C1 indicates atime when the virus loses its power instead of the virus-infected periodcount value Cn, and a indicates a length of time after virus infection,determination is made in one step whether C1−α is 0 or smaller.

[0157] A player who captured a virus-infected pokemon is free to lend itto other player within the virus-infected endurance time, and gets itback after the other player's pokemon is virus infected. Since thevirus-infected pokemon is superior in ability compared with thenon-virus infected, many players are eager to let their pokemons virusinfected. Accordingly, the player luckily captured a virus-infectedpokemon with a considerably low probability becomes busy with otherplayers' requests for pokemon data exchange, and becomes popular amongother players. As such, the game is useful for cultivating friendshipwith other players.

[0158] Next, by referring to FIG. 13, the online battle game processingsubroutine in step S7 is described in detail. For the online battlegame, two game machines 20 are connected to each other through the cable40, and each player selects the online battle mode on the mode selectionscreen

[0159] In response thereto, in step S51, it is determined whether or notthe place where the main character stands is a battle ground. Ifdetermined yes, the procedure goes to step S52.

[0160] In step S52, it is determined whether those two game machines 20connected through the cable 40 are under normal link condition. If yes,the procedure goes to step S53.

[0161] Herein, if the place where the main character stands isdetermined as not the battle ground in step S51 (No), or if the linkcondition is determined as not normal in step S52 (No), the procedureskips the operation of later-described steps S53 to S57, and goes tostep S8 of the main routine shown in FIG. 9.

[0162] In the online battle mode (Yes both in steps S51 and S52) the IDdata is transmitted to/from the rival player's game machine 20 throughthe communications cable in step S53.

[0163] In step S54, the rival player's ID data is stored in the player'sbattle character data area of the battle data storage region 12C on theRAM 25.

[0164] In step S55, the rival player's pokemon data for six pokemons isread.

[0165] In step S56, the pokemon data for six pokemons is stored in thebattle pokemon data area of the battle data storage region 12C on theRAM 25.

[0166] In step S57, the online battle processing is carried out. Theprocedure then goes to step S8 of the main routine.

[0167] So far, the system in which two game machines 20 are connectedthrough the cable 40 is exemplarily described. As an alternative to thecable 40, as exemplarily shown in FIG. 6, those two game machines 20 cancertainly be connected through the infrared transmitter/receivers 16.

[0168] Next, by referring to FIG. 14 for the mysterious gift processingsubroutine S8, it is described how the mysterious gift (helping item) ispresented based on other player's ID code obtained throughcommunications. Prior to starting the gift mode, two players place theirgame machines 20 so that the infrared transmitter/receivers 31 or theinfrared transmitter/receivers 16 of the cartridge 10 are opposed toeach other, and then an environment for infrared communications isestablished. Next, both plavers each select a mode of presenting themysterious gift through ID data communication or exchange between thegame machines 20 on the above-described mode selection screen. Inresponse thereto, the gift processing subroutine shown in FIG. 14 isstarted.

[0169] That is, in step S61, it is determined whether or not the giftmode is selected. If yes, the procedure goes to step S62.

[0170] In step S62, it is determined whether or not the date is changed.If yes, new date is written into a new data storage area 12 i on the RAM25 in step S63.

[0171] In step S64, the rival player's ID data in the area 12 g iscleared.

[0172] In step S65, a register L (not shown, but included in the area 12i) is cleared for the number of players with whom ID communications orexchange is performed for the day (or 0 is written).

[0173] In step S66, it is determined whether the register L indicates 5or smaller. Such determinations made in steps S62 and S66 are forkeeping the upper limit allowed for presenting gift (or ID datacommunications) is 5 players in a day.

[0174] In step S67, it is determined whether the link for communicationsusing the infrared transmitter/receiver is normally secured. If secured,the player's (his/her own) ID data is transmitted in step S68.

[0175] In step S69, the ID data (IDn) transmitted from the other playeris received, and is written into the miscellaneous area 12 g.

[0176] In step S70, the received ID data (IDn) is determined if beingidentical to the ID data (IDn) already stored in the area 12 g. Ifidentical, the gift processing is terminated (returned) and theprocedure goes to step S9. This is because the ID data exchange isallowed only once for the same player in a day. If determined as notidentical, on the other hand, the value of the register L is incrementedby 1 in step S71, and the number of players with whom ID data has beenexchanged for the day is counted.

[0177] Further, in the following steps S72 to S85, processing is carriedout for providing rare items or items beneficial in the course of thegame based on the ID data (IDn).

[0178] In detail, a random number R3 is generated in step S72. Therandom number generated in this step and those R4 and R5 generated insteps S76 and S79 are all in the range of 0 to 255, and generated atrandom.

[0179] In step S73, it is determined whether the random number R3 is 50or larger, and if determined as being 50 or larger, a most-common itemgroup (group in the first column in FIG. 15) is selected. Herein, aprobability for the random number being 50 or larger at the first stageis {fraction (205/255)}≈ about ⅘, and accordingly the most-common itemgroup is selected.

[0180] When the random number R3 is determined as being 50 or smaller instep S73, a probability for such random number R3 is about ⅕. Therefore,as the procedure goes through step S76 and then S79, the probabilitywill be multiplied by ⅕ every time the procedure reaches a stage ofgenerating a random number (steps S75, 78, S82), and thus there needs toprovide a rare item as the probability is decreased.

[0181] For this purpose, the random number R4 is generated in step S75.In step S76, it is then determined whether or not the random number R4is 50 or larger, and if yes, a popular item group (group in the secondcolumn in FIG. 15) is selected.

[0182] If the random number R4 is 50 or smaller, the random number R5 isgenerated in step S78.

[0183] In step S79, it is determined whether the random number R5 is 50or larger, and if yes, a least-common item group (group in the thirdcolumn in FIG. 15) is selected.

[0184] If the random number R5 is 50 or smaller, a rare item group(group in the last column in FIG. 15) is selected in step S81.

[0185] In such manner, among the item groups classified according to theprobability of random numbers R3, R4, and R5 in steps S74, S77, S80, andS81, an item to be presented based on the ID data (IDn) is determinedthrough the later-described processing.

[0186] Further, a random number R6 is generated in step S82. The randomnumber R6 is data varied in type, and is assigned 8 numbers from 0 to 7.The random number is selected with a probability of ⅛.

[0187] In step S83, the area 12 g is referred to for the other player'sID data (IDn) having ID data communications or exchange with, and basedon the lower 8-bit data of the ID data, a variable D is determined.Specifically, out of the lower 8-bit of the ID data IDn, the valuearranged in the numerical order specified by the random number R6 is setto the variable D. In FIG. 14, an expression is found as the randomnumber R6-th lower bit of D IDn.

[0188] In step S84, the variable D and the random number R6 as a part ofthe ID data (IDn) are computed with a predetermined equation (e.g., C=R6×2+D) so as to obtain an item number C.

[0189] In step S85, item data corresponding to the determined itemnumber C is written into the item storage area 12 h for storage. At thesame time, an object and/or symbol of the item is displayed on theliquid crystal display 27 to let the player know what item is presented.Such items to be presented based on the communicated or exchanged IDdata are shown in the right table in FIG. 15, and are preferablyimpossible or difficult to obtain through the normal game play.

[0190] Further, in order not always to present the same item to one IDdata (IDn), the item type may be programmed to be based on data. Suchdata is obtained by dividing the ID data (IDn) into a plurality of bytesand inverting bit data in a byte specified by the random number, orbit-shifting the ID data for the number of times of the random number.Herein, in order to determine the item type to be presented through IDdata exchange with the other player, the ID data does not have to becorrelated with the random number as described above, but may beindependently used to determine the item type.

[0191] As described in the foregoing, by making the items beneficial inthe course of the game (helping data or items) available through the IDdata communications or exchange with other players, the players becomevery enthusiastic about communicating/exchanging ID data with otherplayers to find the rare items, and thus communications/exchange getsactive. As a result, the players become communicative and enjoy theircompany by sharing the same interests as the game, and even kids bad atmaking friends may not hesitate to join the company.

[0192] Further, since both of the ID data and random numbers aredetermination factors for item type, one ID data may not lead to thesame item even if the player exchanges ID data with the same player onanother day. Therefore, the players may not easily bored, and thus canplay the game over and over for a long time.

[0193] So far, the system in which two game machines 20 are connectedutilizing the infrared transmitter/receiver 16 is exemplarily described.As an alternative to the infrared transmitter/receiver 16, asexemplarily shown in FIG. 5, those two game machines 20 can certainly beconnected through the cable 40.

[0194] Next, by referring to FIG. 16, a case where the step-number datais received through infrared communications from thepedometer-incorporated game machine 50 is operationally described. Inthe step-number communications mode, the player walks with the pedometerfor the purpose of taking steps as many as possible, and he/she presentsthe number of steps to the main character or pokemons in the game. Inthis manner, the player can enjoy the feeling which never be availableby playing the game only with the game cartridge 10A. That is, the gameavailable from the cartridge 10A is diversified to a further extent bybeing connected with the game machine different in type, and keepsstimulating the players to challenge the game.

[0195] Prior to starting the step-number data communications mode, asexemplarily shown in FIG. 7, the player places the infraredtransmitter/receiver 51 of the pedometer-incorporated game machine 50 insuch manner as to be opposed to the infrared transmitter/receiver 31internally-provided in the game machine 20 or the infraredtransmitter/receiver 16 provided to the cartridge 10A, and establishesan environment for infrared communications. Thereafter, the playerselects the step-number data communications mode on the above-describedmode selection screen (step S1). In response thereto, the pedometercommunications subroutine in step S9 is started. Hereinafter, theoperation thereof is described in detail with reference to FIG. 16.

[0196] First of all, in step S91, it is determined whether or not thepedometer communication mode is selected.

[0197] In step S92, it is determined whether the infraredtransmitter/receivers 31 and 51 are securely linked, and if securelylinked, the procedure goes to step S93.

[0198] In step S93, the area 12 i on the RAM 25 is provided, forstorage, with step-number data W (or data relevant to the step numberobtained by dividing the step-number data by a predetermined stepnumber) transmitted from the pedometer-incorporated game machine 50.

[0199] In step S94, based on the equation shown in the table of FIG. 17,the item type is determined for the step-number data W.

[0200] In step S95, the item data is stored in the area 12 h on the RAM25. In this case, the larger the value of the step-number data Wbecomes, the more rare the item type in the normal game play ispresented according to the step-number data. Accordingly, the playerwill not stick in the house to play the game, but becomes willing toexercise, e.g., walk as a part of the game.

[0201] During or at the end of the game, a command “save data” isdisplayed, and if selected, the CPU 23 transfers, to the RAM 12 forwriting, the data stored in the storage regions 12A to 12E on the RAM 25in the game machine 20. In this manner, the RAM 12 is provided with thedata relevant to the game process, and the data is backed up exemplarilyby battery (not shown) for the next play.

[0202] In step S91, on the other hand, if determined that thecommunications mode with the pedometer-incorporated game machine 50 isnot selected, the steps S92 to S95 are skipped to terminate thissubroutine (S9) The procedure then returns to the player objectprocessing subroutine in step S2.

[0203] By referring to the table in FIG. 17, it is now briefly describedhow the item type presented relevant to the step-number data W isdetermined.

[0204] First, when the step-number data W is smaller than apredetermined value b1, an item b1 is presented. When the step-numberdata W is larger than the predetermined value b1 but smaller than apredetermined value b2, an item b2 is presented. When the step-numberdata W is larger than the predetermined value b2 but smaller than apredetermined value b3, an item b3 is presented. When the step-numberdata W is larger than the predetermined value b3 but smaller than apredetermined value b4, an item b4 is presented. And when thestep-number data W is larger than the predetermined value b4, an item b5is presented. Although a predetermined value bN (arbitrary integer) isset to b1 to b4 in this embodiment, the range for the value may beincreased or decreased as required, or the predetermined value bN may bearbitrarily set. In such manner, the game becomes more interesting.

[0205] Note herein that the description in the foregoing is made for aroll playing game exemplarily played for capturing and trainingpokemons. However, the present invention is technically applicable toother type of games such as action game or sports game. If this is thecase, the item type to be presented based on the ID data and/or thestep-number data is changed according to the type of the game.

[0206] Further, according to the type of the game, pokemons' virusinfection may be altered to disease contagious to person or animalfavorable for the game process if infected, and such favorableness isalso appropriately altered.

[0207] Still further, in the above-described embodiment, although theimage-display game device is exemplarily implemented by the portablegame machine and the game cartridge using therewith, a video gamemachine connected to a television receiver will also do. In such case,the information storage medium may be implemented by a game cartridge,optical storage medium such as CD-ROM or DVD, or magnetic disk.

[0208] While the invention has been described in detail, the foregoingdescription is in all aspects illustrative and not restrictive. It isunderstood that numerous other modifications and variations can bedevised without departing from the scope of the invention.

What is claimed is:
 1. An image-display game system in which at leasttwo image-display game devices are structured such that datacommunications is possible therebetween, the image-display game deviceseach comprise: program storage means in which a game program is stored;temporal storage means including, at least, a property data storageregion where property data varied in type is stored for every charactercaptured in the course of a game, a helping data storage region wheredata for helping the game process is stored, and an ID data storageregion where ID data for identifying a player is stored, and each of thestorage regions is writable with data or readable data therefrom;actuation means actuated by the player for, at least, an operation ofcapturing the characters and an operation of performing datacommunications with another player; communications means for performingthe data communications with the another player's image-display gamedevice; processing means for carrying out, with said program carriedout, image processing to change an image on display in response to saidactuation means, and changing said property data responding to the gameprocess made based on the state of said actuation means to write thedata in the storage region corresponding to said temporal storage means;and display means for displaying a result obtained through theprocessing carried out by said processing means, wherein, said gameprogram storage means generates, when one of said image-display gamedevices and the other of said image-display game devices are made datacommunicable by said communications means, and when data communicationsis selected by said actuation means, in response to said ID datatransferred from one image-display game device to the otherimage-display game device, the helping data processed by said processingmeans of the other image-display game device based on the transferred IDdata, and stores a program for writing the helping data to said helpingdata storage region.
 2. The image-display game system as described inclaim 1, wherein said image-display game device further comprises clockmeans for at least counting time, and said game program storage meansstores a program of writing time data indicated by said clock means tothe storage region of said temporal storage means in relation to thehelping data processed based on said ID data, a program of determiningwhether or not a predetermined length of time has passed based on thetime data and a time currently indicated by said clock means, and aprogram of prohibiting, when said determination program determines thatthe predetermined length of time has not yet passed, to execute aprocessing of generating said helping data based on another ID datadifferent from the one which has been transmitted.
 3. The image-displaygame system as described in claim 1, wherein said image-display gamedevice further comprises clock means for at least counting time, andsaid game program storage means stores a program of writing time dataindicated by said clock means to the storage region of said temporalstorage means in relation to the helping data processed based on said IDdata, a first determination program of determining whether or not the IDdata stored in said ID data storage region is identical to ID datatransmitted through said communications means, a second determinationprogram of determining whether or not a predetermined length of time haspassed based on the time data and a time currently indicated by saidclock means, and a program of prohibiting, when said first determinationprogram determines that the ID data is identical, and said seconddetermination program determines that the predetermined length of timehas not yet passed, a processing to be executed by said helping datageneration program based on the transmitted ID data.
 4. Theimage-display game system as described in claim 1, wherein saidimage-display game device further comprises clock means for at leastcounting time, and said game program storage means stores a writingprogram of writing time data indicated by said clock means to thestorage region of said temporal storage means in relation to the helpingdata processed based on said ID data, a first determination program ofdetermining whether or not the ID data stored in said ID data storageregion is identical to ID data transmitted through said communicationsmeans, a second determination program of determining whether or not apredetermined length of time has passed based on the time data and atime currently indicated by said clock means, and a program of limiting,when said first determination program determines that the ID data isidentical, and said second determination program determines that thepredetermined length of time has not yet passed, a processing by saidhelping data generation program based on the transmitted ID data to beoperated for a predetermined number of times or less.
 5. Theimage-display game system as described in claim 1, wherein saidcommunications means is an infrared transmitter/receiver which performscommunications by infrared radiation.
 6. The image-display game systemas claimed in claim 1, wherein the helping data generation programincluded in said game program storage means generates, based on thetransferred ID data, item data of an item beneficial for the gameprocess.
 7. The image-display game system as claimed in claim 1, whereinthe helping data generation program included in said game programstorage mess generates, based on the transferred ID data, item data ofan item beneficial for the game process and not obtainable in the normalgame play.
 8. An image-display game system comprising at least two setsof an information storage medium having a game program stored and animage-display game device detachable with the information storagemedium, and further comprising communications means provided to both ofthe information storage medium and the image-display game device inrelation to either one of those two, wherein said information storagemedium comprises: program storage means in which a game program isunalterably stored; temporal storage means including, at least, aproperty data storage region where property data varied in type isstored for every character captured in the game process, a helping datastorage region where data for helping the game process is stored, and anID data storage region where ID data for identifying a player is stored,and each of the storage regions is writable with data or readable datatherefrom; and a housing in which said program storage means and saidtemporal storage means are housed, and said image-display game devicecomprises: actuation means actuated by the player for, at least, anoperation of capturing the characters and an operation of performingdata communications with another player; actuation means actuated by theplayer; processing means for carrying out information processing inresponse to said actuation means and based on the program; andimage-display means for displaying an image obtained through processingcarried-out by said processing means, wherein, with said program storedin said program storage means carried out, said processing means carriesout an image processing to change an image on display in response tosaid actuation means and based on the program, and changing the propertydata to be written into said temporal storage means responding to thegame process made based on the state of said actuation means to changethe characters' images based on the property data, and said game programstorage means further generates, in response to one of saidimage-display game devices and the other of said image-display gamedevices are made data communicable by said communications means, andsaid ID data transferred from one image-display game device to the otherimage-display game device, the helping data processed by said processingmeans of the other image-display game device based on the transferred IDdata, and stores a program for writing the helping data to said helpingdata storage region.
 9. The image-display game system as claimed inclaim 8, wherein said image-display game device is a portable gamemachine, and said communications means is an infraredtransmitter/receiver integrally provided to the housing of saidinformation storage medium.
 10. The image-display game system asdescribed in claim 8, wherein said image-display game device is aportable game machine, and said communications means is an infraredtransmitter/receiver integrally provided to said image-display gamedevice.
 11. An information storage medium used in an image-display gamesystem where at least two image-display game devices are structured fordata communications, wherein said image-display game devices eachcomprises: temporal storage means; actuation means actuated by a playerfor, at least, an operation of capturing a character and an operation ofperforming data communications with another player; communications meansfor performing the data communications with said image-display gamedevice possessed by the another player; processing means; and displaymeans for displaying a result processed by the processing means, and thetemporal storage means includes a property data storage region whereproperty data varied in type is stored for every character captured inthe course of a game, a helping data storage region where data forhelping the game process is stored, and an ID data storage region whereID data for identifying a player is stored, and each of the storageregions is writable with data or readable data therefrom, wherein theinformation storage medium is processed by said processing means, andwhereby stores a program of carrying out an image processing forchanging an image on display in response to said actuation means, andchanging said property data responding to the game process made based onthe state of said actuation means to write the data into the storageregion corresponding to said temporal storage means, and a program ofgenerating, when one of said image-display game devices and the other ofsaid image-display game devices are made data communicable by saidcommunications means, and when data communications is selected by saidactuation means, in response to said ID data transferred from oneimage-display game device to the other image-display game device, thehelping data processed by said processing means of the otherimage-display game device based on the transferred ID data, and stores aprogram for writing the helping data to said helping data storageregion.